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139 lines
5.7 KiB
C++
139 lines
5.7 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "LyShineTest.h"
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#include "UiGameEntityContext.h"
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#include "UiScrollBarComponent.h"
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#include "UiElementComponent.h"
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#include "UiTransform2dComponent.h"
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#include "UiCanvasComponent.h"
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#include "UiImageComponent.h"
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#include <AzFramework/Application/Application.h>
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#include <AzFramework/Entity/GameEntityContextComponent.h>
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#include <AzFramework/Asset/AssetSystemComponent.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Memory/MemoryComponent.h>
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#include <AzCore/Asset/AssetManagerComponent.h>
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#include <AzCore/IO/Streamer/StreamerComponent.h>
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#include <AzCore/Jobs/JobManagerComponent.h>
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#include <AzCore/Slice/SliceSystemComponent.h>
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namespace UnitTest
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{
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class UiScrollBarTestApplication
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: public AzFramework::Application
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{
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void Reflect(AZ::ReflectContext* context) override
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{
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AzFramework::Application::Reflect(context);
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UiSerialize::ReflectUiTypes(context); //< needed to serialize ui Anchor and Offset
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}
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// override and only include system components required for tests.
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AZ::ComponentTypeList GetRequiredSystemComponents() const override
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{
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return AZ::ComponentTypeList{
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azrtti_typeid<AZ::MemoryComponent>(),
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azrtti_typeid<AZ::AssetManagerComponent>(),
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azrtti_typeid<AZ::JobManagerComponent>(),
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azrtti_typeid<AZ::StreamerComponent>(),
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azrtti_typeid<AZ::SliceSystemComponent>(),
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azrtti_typeid<AzFramework::GameEntityContextComponent>(),
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azrtti_typeid<AzFramework::AssetSystem::AssetSystemComponent>(),
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};
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}
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void RegisterCoreComponents() override
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{
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AzFramework::Application::RegisterCoreComponents();
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RegisterComponentDescriptor(UiTransform2dComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiElementComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiScrollBarComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiImageComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
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}
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};
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class UiScrollBarComponentTest
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: public testing::Test
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{
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protected:
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void SetUp() override
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{
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// start application
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AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
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AZ::ComponentApplication::Descriptor appDescriptor;
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appDescriptor.m_useExistingAllocator = true;
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m_application = aznew UiScrollBarTestApplication();
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m_application->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
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}
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void TearDown() override
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{
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m_application->Stop();
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delete m_application;
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m_application = nullptr;
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AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
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}
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static AZStd::tuple<UiCanvasComponent*, UiScrollBarComponent*> CreateUiCanvasWithScrollBar()
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{
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// create a canvas
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UiGameEntityContext* entityContext = new UiGameEntityContext(); //< UiCanvasComponent takes ownership of this pointer and will free this when exiting
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UiCanvasComponent* uiCanvasComponent = UiCanvasComponent::CreateCanvasInternal(entityContext, false);
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// add scroll bar to the canvas
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AZ::Entity* uiScrollBarEntity = uiCanvasComponent->CreateChildElement("Ui Scroll Bar");
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uiScrollBarEntity->Deactivate(); //< deactivate so that we can add components
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uiScrollBarEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiScrollBarComponent
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uiScrollBarEntity->CreateComponent<UiImageComponent>(); //< required by UiScrollBarComponent
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auto uiScrollBarComponent = uiScrollBarEntity->CreateComponent<UiScrollBarComponent>();
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uiScrollBarEntity->Activate();
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// create the handle entity
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AZ::Entity* handleEntity = uiScrollBarEntity->FindComponent<UiElementComponent>()->CreateChildElement("Handle");
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handleEntity->Deactivate(); // deactivate to add component
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handleEntity->CreateComponent<UiTransform2dComponent>();
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handleEntity->CreateComponent<UiImageComponent>();
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handleEntity->Activate();
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// give the handle a size otherwise scroll box items won't be spawned (fill the whole canvas)
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uiScrollBarComponent->SetHandleEntity(handleEntity->GetId());
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return AZStd::make_tuple(uiCanvasComponent, uiScrollBarComponent);
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}
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private:
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UiScrollBarTestApplication* m_application = nullptr;
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};
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TEST_F(UiScrollBarComponentTest, UiScrollBarComponent_WillFadeAfterDelay)
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{
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UiCanvasComponent* uiCanvasComponent;
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UiScrollBarComponent* uiScrollBarComponent;
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std::tie(uiCanvasComponent, uiScrollBarComponent) = CreateUiCanvasWithScrollBar();
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AZ::Entity* uiScrollBarEntity = uiScrollBarComponent->GetEntity();
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// test: move the scrollbar, wait 2 seconds and see if the alpha has faded to 0
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UiScrollBarBus::Event(uiScrollBarEntity->GetId(), &UiScrollBarBus::Events::SetAutoFadeEnabled, true);
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uiScrollBarComponent->SetValue(0.5f); // move the scrollbar
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uiScrollBarComponent->Update(2.0f);// wait two seconds
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EXPECT_EQ(uiScrollBarEntity->FindComponent<UiImageComponent>()->GetAlpha(), 0.0f);
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// clean up the canvas
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delete uiCanvasComponent->GetEntity();
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}
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} //namespace UnitTest
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